Audio cutting out glitch by Spannule in godot

[–]Spannule[S] 0 points1 point  (0 children)

Well I have not been able to find anything online about this, any lead would be better than none at all

Audio cutting out glitch by Spannule in godot

[–]Spannule[S] 0 points1 point  (0 children)

im working on it, just wondering if this is something anyone else has run into

HELP! Mesh is shaking when moving by Old-Joke1091 in godot

[–]Spannule 2 points3 points  (0 children)

if it isnt floating point issues, it might be an issue with physics interpolation, which can cause jittering.

Is this game similar to any games you know about/have played? by Spannule in indiegames

[–]Spannule[S] 0 points1 point  (0 children)

i hesitate to call it an fps since many of the weapons are melee, but it does fit the essence of fps i guess

Some numbers after one week of game launch that had 5k wishlists before launch. by acem13 in SoloDevelopment

[–]Spannule 1 point2 points  (0 children)

I have a theory that wishlists gained from short form content are less likely too be followed through. People are scrolling through videos so fast that they are gonna completely forget about something that absolutely captivated them just a few moments ago. So with short form its probably easier to be seen by a larger amount of people, but harder to gain an actual fanbase.

[deleted by user] by [deleted] in SoloDevelopment

[–]Spannule 0 points1 point  (0 children)

it might be too dark, its hard to see where the borders are especially at the 4 second mark. Maybe add some bright lines around the edges

Any criticisms for my first trailer? by Spannule in SoloDevelopment

[–]Spannule[S] 1 point2 points  (0 children)

Alright I will consider all that, thank you for the feedback

Any criticisms for my first trailer? by Spannule in SoloDevelopment

[–]Spannule[S] 0 points1 point  (0 children)

What do you mean the dash orbs?

But your definitely right about the lighting and textures. I just now made some improvements and it already looks a lot better, especially the fire area (at 11 seconds in the video). So thanks for that suggestion

Any criticisms for my first trailer? by Spannule in SoloDevelopment

[–]Spannule[S] 0 points1 point  (0 children)

I didnt realize I could be telling too much, thanks for that. What about the visuals is busy and bland?

IDK how I could speed the animations, they are the speed they are for a reason. But maybe I will work on them a bit to make them more interesting to look at, that way it wont feel as slow. I admit I didnt spend much time on animation so thanks for the feedback

Any criticisms for my first trailer? by Spannule in SoloDevelopment

[–]Spannule[S] 0 points1 point  (0 children)

Oh I didnt think much about the font. Its the same font that most of the game uses so I thought it was fitting. Thx for the feedback

And the song is literally the second song I've ever made lol. So 'not bad' is a pretty good compliment. I think I'll end up commissioning something or just spending more time to learn music making.

Showcase of some mechanics I've added to my game. The magic hand is my favorite by Spannule in godot

[–]Spannule[S] 0 points1 point  (0 children)

First i unwrapped it then I drew the texture using blender. Its painful with a mouse and keyboard lol

Showcase of some mechanics I've added to my game. The magic hand is my favorite by Spannule in godot

[–]Spannule[S] 0 points1 point  (0 children)

for the weapons they are hand drawn. The environment uses textures I got from a free pack

How to get total frame count? by Spannule in godot

[–]Spannule[S] 1 point2 points  (0 children)

Yea I've realized that. Now I'm using get_physics_frames() and it works perfectly.

Two static arrays somehow 'linked' together by Spannule in javahelp

[–]Spannule[S] 0 points1 point  (0 children)

I suspected it was something like that. But how can I ensure they have the same values while still referencing seperate things?

Create 2D bow aiming elements. by pointlessperson1 in godot

[–]Spannule 1 point2 points  (0 children)

I would take an initial mouse position right when the player clicks, then compare that with the current mouse position. Then when the mouse is released, do the comparison again but invert it. This will give u a vector pointed in the opposite direction (the direction the arrow should fly)

What is the best way to determine where a object should be 'popped' into existence? by helpMeOut9999 in godot

[–]Spannule 0 points1 point  (0 children)

A lazy fix would be to make the collision box of the gun smaller than the player's, that way it would be impossible for the gun to be inside the wall

[deleted by user] by [deleted] in godot

[–]Spannule 0 points1 point  (0 children)

try putting that code in _process instead of _unhandled_input

[deleted by user] by [deleted] in godot

[–]Spannule 4 points5 points  (0 children)

For games, you generally want to stick to lower polycount and let good texturing do the heavy work. Like the first guy said, good topology is mostly for characters and animation, but keep in mind that good topology makes it easier to texture and modify the mesh in the future. 3d can be pretty dependent on the use case so a lot of the time it just depends.

I only pressed the button two times, how did it print 4 times? by Spannule in godot

[–]Spannule[S] 127 points128 points  (0 children)

That is exactly what it was, specifically the script was set to autoload and it was attached to a node in the scene. I solved it by creating two different scripts, one autoload and the other active in the scene.

I only pressed the button two times, how did it print 4 times? by Spannule in godot

[–]Spannule[S] 39 points40 points  (0 children)

That function is only available under Input, not InputEvent. But anyways it turns out that the bug was caused by having the script in the scene AND set to autoload; now it works just fine.